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SecurityCom: a multi-player game for researching and teaching information security teams

Published: 28 September 2007 Publication History

Abstract

A major portion of government and business organizations' attempts to counteract information security threats is teams of security personnel. These teams often consist of personnel of diverse backgrounds in specific specialties such as network administration, application development, and business administration, resulting in conflicts between security, functionality, and availability. This paper discusses the use of games to teach and research information security teams and outlines research to design and build a simple, team-oriented, configurable, information security game, to study how information security teams work together to defend against attacks using a multi-player game, and to study the use of games in training security teams. Studying how information security teams work, especially considering the topic of shared-situational awareness, could lead to better ways of forming, managing, and training teams. Studying the effectiveness of the game as a training tool could lead to better training for security teams. This work will build off of the successful use of a similar multi-player game for studying deception in groups and teaching network-centric warfare.

Cited By

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  • (2022)Game-based learning platform to enhance cybersecurity educationEducation and Information Technologies10.1007/s10639-021-10807-627:4(5153-5177)Online publication date: 15-Jan-2022
  • (2020)Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer NetworkingIEEE Transactions on Learning Technologies10.1109/TLT.2020.300860713:3(502-515)Online publication date: 1-Jul-2020
  • (2019)Development of Serious Games for Teaching Information Security CoursesIEEE Access10.1109/ACCESS.2019.29556397(169293-169305)Online publication date: 2019
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cover image ACM Other conferences
InfoSecCD '07: Proceedings of the 4th annual conference on Information security curriculum development
September 2007
157 pages
ISBN:9781595939098
DOI:10.1145/1409908
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 September 2007

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Author Tags

  1. experiential learning
  2. gaming
  3. security education

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InfoSecCD07

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Overall Acceptance Rate 18 of 23 submissions, 78%

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Cited By

View all
  • (2022)Game-based learning platform to enhance cybersecurity educationEducation and Information Technologies10.1007/s10639-021-10807-627:4(5153-5177)Online publication date: 15-Jan-2022
  • (2020)Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer NetworkingIEEE Transactions on Learning Technologies10.1109/TLT.2020.300860713:3(502-515)Online publication date: 1-Jul-2020
  • (2019)Development of Serious Games for Teaching Information Security CoursesIEEE Access10.1109/ACCESS.2019.29556397(169293-169305)Online publication date: 2019
  • (2018)PHISHY - A Serious Game to Train Enterprise Users on Phishing AwarenessProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3270316.3273042(169-181)Online publication date: 23-Oct-2018
  • (2015)Observations and opportunities in cybersecurity education game design2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)10.1109/CGames.2015.7272970(131-137)Online publication date: Jul-2015

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